#Brutal Company Minus 0.13.0
1 messages · Page 3 of 1
There's firstly a setting to ensure that custom weights are enabled, which it's set to false. Did you check that? (Asking because I missed that myself)
This one?
Yep, but it's true, so I guess you saw it
Yup, but still doesn't work
Also, enemies don't spawn neither
Looks like the issue is with this new version, I installed an older version and everything is back to normal
Nevermind, enemies still don't spawn
recently got into this mod
wish I had checked it out sooner its alot of fun so much stupid shit happends
and today I was playing and saw "Cleaners!" (or something like that) as one of the events
my brain was like wait is that moonswept? then nah its probably butlers
but I check the changelog and sure enough it was moonswept
thats really awesome ty for adding that
(I am one of the developers of moonswept)
Yes im awake
y
First of all
The Nutslayer
Im assuming its a cracked out version of the nutcracker
What exactly is buffed about it
Watch this flashlight fucking sucks and millions of other Lethal Company videos on Medal, the largest Game Clip Platform.
but thats broken atm until i update it
nuh uh its funny
are there any conflict errors with lets say weathertweaks beta
no idea, dont thinks so
screamed like a true victim
it only uses the weathers that are possible on the map also
ok neat
and the event will only appear if the map has 2 weathers or more
Also took me a bit to fully understand the configs for difficulty scaling but I think i understand it
except one question
Any update about the monsters not spawning and not able to make certain events to appear always? 😭
I never had a issue for monsters not spawning with bunch of mods
i dont think that is my issue, i think atleast
How this event works is it
A. adds weights for spiders both inside and outside
B. can guarentee the spawning of spiders both inside and outside
and can have a min and max for all values, and scales with the difficulty you set
correct
bassicly
Hmmm, in the log it says "Brutal Company Minus, failed to spawn [insert monster]"
So I thought it was the mod
I'd need log files
oh
thats not a problem
it just that it failed the rng
so it didnt spawn
if its in red then it bad
and i need to know
bonus events
But is normal that happens every time I land onto a moon?
do you have all enemies enabled?
then yes its normal
To appear in any moon? Yes
If I have events scaling from 0 events to 5 events max, with using the very bad, good, blah blah blah system instead of the weights for each event system, where does this come in?
the weights for bonus events which I made add to up 100. So you can think of it as 40% chance for +0 events, 39% chance for +1 events, 15% chance for +2 events, 5% chance for +3 events and 1% chance for +4 events
it adds ontop of the orginal event amount
With the latest update I can make certain events to always happen, did something change in the config files for this?
oooooh
so its seperate from any other system
you can set it to just 0 and it wont add any bonus events with no commas
Because before I made that the bonus event always happen (to give money on every expedition), but now events happen randomly even if I set custom weight to true and put the bonus event to 9999
that will be fixed next release
Oh ok, so it was a bug, I thought my game just crashed 😭
it's more like i was updating to eventType weights without checking the config
I don't know is is mod related, but Old Birds doesn't spawn in Embrion and Artifice
But is weird, when I made a new file doesn't appear, but in my saved game it does
And the same happens with monster not spawning
I have had old birds spawning on my side
never played embrion so not sure about that moon, but artifice ya
Maybe is another mod or something, but before it didn't happen
That's the only negative thing when the game updates sadly
Well, it tries to kill everything anyway. I've seen it outside shooting at a Circuit Bee hive, as well as Old Birds that were swarming it and trying to blow to smithereens, but couldn't because of the immortality bug.
It's so obsessed with thinking it will kill everything that it didn't even consider that it could.
thanks for the update
Seems to still be broken after the update. Going into negative lives.
i am dumb
I uploaded a new one
I'm just grateful that you keep updating this mod. Thank you
testing now... r2modman didn't see the update until 30min later
NutSlayer now killable with those settings, thanks man!
Do you think if I reinstall the mod and delete the config files before will fix the issues? Still the problem with events and monsters not spawning
I tested the problem with events and it works, not sure what your monster problem is
Me neither, but it happens always, same with the events, I'm gonna try reinstalling the mod
Where can I set how many events occur un a game?
What does the balls event do worst case I’ll just look it up in the config.
Also what causes the difficulty of the events because ganimedes has nearly a 50% very bad chance
Difficulty_Setting.cfg
Things in Difficulty_Settings.cfg will cause this. By default it can only go up to 30% at max
Just a random question, how does the mod choose where to place the entrance hatches? I play a lot of seeded runs and noticed that the hatch placements are inconsistent on the surface on the same seed.
It picks a random outside node then pick a random position from that node in a radius and It will try to not spawn near any DenialNodes or other bunker spawn positions.
Oh, that makes alot of sense. I don't know if this is easy to implement, but could you make it so the seed determines where the entrances spawns somehow?
hey guys. how do i open this event box on the upper right again?
clicking it on the escape menu doesnt work
k
I don't see any option in the files
Ohhhh, I thought it was like before like “set count”
is there a list that explains those sentences appearing on the top right? on the thunderstore page it only shows the event names but not the meaning of the sentences (from which event they are)
The actual event names are displayed in the console, can changed in the config.
where in the config?
okay so id have to change every events description and add like a "(eventname)" after the sentence in there... can () be used as symbols - for setting type string?
Hello, i would like to know if i have minus and lethal company variable, which mod will have the higher priority regarding to mob spawing? Thank you
There shouldn't be any conflicts, my mod does force spawns as well.
@ivory current
question
is the worms event
also supposed to have snare flea configs
hm
nvm i figured it out
worms has both centipede and sand worms as the event
since a snare flea is also...a worm?
Some events have multiple monster spawn
Dont think too hard about it
what the actual hell
Oh nvm
0.000024
understood
what is this "monsum" from? which event? it seems like rain is way too common with brutal company minus
That reminds me... I don't think the weather worked right on AllWeather cause it was clear when we got it twice. Didn't check logs or anything when it happened though.
What planet was it on? It can only do the weather types that are allowed on said planet
dont recall, but there was no weather at all
guys i need help
Hello, @young hamlet, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
are you playing v50?
yes
lemme check again thx a lot
@ivory current https://www.twitch.tv/takerst/clip/TawdryIcyWrenchCclamChamp-Li0QeX5Ci9o7JYJw?filter=clips&range=24hr&sort=time?oewiryi
I'll have this next release.
how do the custom weights for the events actually work? so that i have a reference to know how to balance it when i wanna use a custom weight for every event
just one big pool for all events of every type and they share a pie chart?
yes
chance = weight / sum of all weights
bassicly
@thorny pond it's released, also you need to put an xml file in with the toilhead mod or else your summaries in the API wont show.
Oh, I did not know that
Thanks
Hello, wondering if there will be option to adjust scrap value (multiply/within a range) for each planet?
Whenever I have motive to update the mod, I can
can there be an option to disable some events?? there are some that are so unfair my friends don't even want to play anymore 😔
already is in the vanillaevents.cfg
I. don't know what that is 😭
are you using thunderstore?
yep
you were faster than me lol
no
might I ask why? /lh
that means I'd have to use my brain
is that not what mod making is all about 😭
Thank you
@ivory current I'm adding this to my Toil-Head API >:3
ah yes, more evil
You can set that to true in some of your other events if you want to >:3
I also want to add a maxSpawnCount override variable where you can override the maxSpawnCount for that day
In the API
@ivory current I've updated the API if you want to use the additional stuff >:3
You could also make a NoToilHead event if you wanted to by setting forceMaxSpawnCount to 0.
This is test code I accidently left in there, completely harmless
It killed my whole family and made me download genshin impact
I am sorry to hear that you had to download genshin impact 😢
There's no need for that, though I will use the forceSpawn since it makes my job easier.
Okie :3
also, no xml
Idk how to make one
there should be an option like this in properties
then it should also generate the xml with the dll
inside release or debug or whatever
Thanks, I'll do that on my next release
is it possible that this mod conflicts with quotarollover?
I doubt it, though the mod is 4 months old
There is a Fixed version supposedly
Yea i saw that but what does it actually fix? What i described? The description says something else
no idea
@ivory current wanted to check out the new levelproperties config but when i took a look into the config via r2 (after i started the game to regenerate the config) this file was empty.
are the events configurable to turn on/off?
every event under vanillaevents and moddedevents has this option afaik
oh wait so you can turn off vanilla events and modded events separately?
each. yea
Nice
do all of these just adapt the scrap value to the corresponding weather or do these change anything about weather rarity? I think it's the former, right?
and what does hell actually do? it doesn't say on the mod page
they don't change weather rarity only give multipliers corresponding to which weather
I can't fit everything it does in a short description
you can type mevent hell into the terminal to test it, tldr is high scrap and high enemies
@thorny pond my friends reaction to your thing
Hehhehe :3
Hello, I've tried disabling all events like this but I still have these kind of events appearing. How come ? Did I do it wrong ?
Im not even sure how
set the bonus events to just 0
no commas
you did it like this?
Also, will this setting make all the moons have the same monsters spawn rates ?
This will all enemies spawn on all moons
yes but how are the spawn rates affected ?
Quick question:
On the second day I went to the company to sell (I set the company to buy always at 100% with lethalutilities to buy stuff early) and when I left the company the quota was over and it started the next one with 3 days left. So I lost 2 days. I only have 2 mods that (might) affect deadline days or quota: brutal company minus and quota rollover. Quota rollover should actually only take the surplus into the next quota but not go directly into the next quota. About brutal company minus idk... i think quota settings are disabled by default but maybe you guys know whats happening.
Profile code:
018f49af-4f73-895e-3681-2a83decab2ca
It's actually this
This is a vanilla thing.
Oh i never lost a day before. Maybe that was a mod
Facility interior failed to generate. Seems like loot spawning failed. Map: Assurance, Seed: 58642741 LogOutput and recording of session provided. Mod list:
Plugin: "ModLister" Version: "0.0.1" GUID: "Ccode.ModLister"
Plugin: "ShipLoot" Version: "1.1" GUID: "com.github.tinyhoot.ShipLoot"
Plugin: "BrutalCompanyMinus" Version: "0.13.5" GUID: "Drinkable.BrutalCompanyMinus"
Plugin: "Corporate Restructure" Version: "1.0.6" GUID: "jamil.corporate_restructure"
Plugin: "HealthMetrics" Version: "1.0.0" GUID: "Matsuura.HealthMetrics"
Plugin: "RuntimeNetcodeRPCValidator" Version: "0.2.5" GUID: "NicholaScott.BepInEx.RuntimeNetcodeRPCValidator"
Plugin: "MoreEmotes-Sligili" Version: "1.3.3" GUID: "MoreEmotes"
Plugin: "MoreItems" Version: "1.0.2" GUID: "MoreItems"
Plugin: "Yippee tbh mod" Version: "1.2.4" GUID: "sunnobunno.YippeeMod"
Plugin: "PathfindingLagFix" Version: "1.2.1" GUID: "Zaggy1024.PathfindingLagFix"
legit speedrunner holy hell
I was able to reproduce, Get the NoMasks event on assurance go back to orbit and go back to assurance again and it will crash, ok
fixed next release
I added the .xml
Are there any plans to make more weather type events? Or to just add weather types as events themselves (not just rain or heavy rain, but like stormy or eclipsed). Would be kind of fun to have a small chance for it to be eclipsed or flooded unannounced.
Currently no
Unless you mean just eclipsed or flooded visually without the actual effects of those weathers?
I mean, either works
Ehm, is it normal for the 'hell' event to cause you to land at 10pm? Cause that doesn't seem right.
this is normal
That's normal?
Time is slowed down by alot, alot
Hmm, doesn't seem that way to me.
Then again, I do have my own time modifications
So it's possible it's being overriden.
I have LCV cutting the time scaling in half by default, and then I have LGU throwing their time slowing with their quantum disruptor on top of that.
For solo play, of course.
Time still seems to progress at a normal rate, so I guess BCM's time manipulation in hell is not taking effect since LCV's time manipulation takes priority (and LGU on top of that).
it should work fine with lgu
But what about LCV and messing with its time scale there?
lcv sets it during levelLoad and whenshipLands
The whenshiplands part is fucking with it
Uh huh, so would I need to remove LCV entirely to solve this issue, or just set the time scale setting back to 1?
You can disable hell event or make lcv not modify time scale
This is something I should fix, but im too lazy
Well, couldn't you simply switch your time scale to apply to whenshiplands and not during levelLoad? Or does that not work because it must stay with your other event calls and those are during levelLoad, I suspect?
Okay, from what the dev of LCV told me, having the time speed setting on 'fixed' is what is causing hell's time speed slowdown to not work, and I had it on fixed because I didn't want the time to start until the ship landed. Apparently, that had more consequences.
I don’t know if this is feasible yet since Ooblterra is built different, but it would be cool to have events that spawn Ooblterra enemies on other moons
nah it should be possible cus u can edit spawns w/ lethal quantities to make em spawn on other moons
I can do it, It's just that I don't have the motive to do it atm.
is this anything to be concerned about
[00:58:40.5311646] [Info :Poltergeist] Making interactor for PufferEnemy
[00:58:40.5381708] [Error :BrutalCompanyMinus] Failed to set isOutside on EnemyAI.Start
[00:58:40.5411733] [Info :Starlancer AI Fix] Finding inside AI nodes.
[00:58:40.5411733] [Info :Starlancer AI Fix] PufferEnemy (1) spawned outside; Switching to exterior AI. Setting Favorite Spot to OutsideNode (10) (UnityEngine.Transform).
[00:58:40.5411733] [Info :Poltergeist] Making interactor for PufferEnemy (1)
[00:58:40.5411733] [Error :BrutalCompanyMinus] Failed to set isOutside on EnemyAI.Start
[00:58:51.2016920] [Info :BrutalCompanyMinus] Executing OnShipLeave for all events()
[00:58:51.2117714] [Info :BrutalCompanyMinus] Storing un-modified level paramaters on level:SolaceLevel
[00:58:51.2117714] [Info :BrutalCompanyMinus] Resetting level values before changing.
[00:58:51.2127721] [Info :BrutalCompanyMinus] Set eventType weight for VeryBad to 278
[00:58:51.2127721] [Info :BrutalCompanyMinus] Set eventType weight for Bad to 1548
[00:58:51.2127721] [Info :BrutalCompanyMinus] Set eventType weight for Neutral to 1180
[00:58:51.2127721] [Info :BrutalCompanyMinus] Set eventType weight for Good to 1341
[00:58:51.2127721] [Info :BrutalCompanyMinus] Set eventType weight for VeryGood to 1499
[00:58:51.2127721] [Info :BrutalCompanyMinus] Set eventType weight for Remove to 697
[00:58:51.2233107] [Info :BrutalCompanyMinus] MapMultipliers = [scrapValueMultiplier: 1.067683, scrapAmountMultiplier: 0.9902095, currentLevel.factorySizeMultiplier:1.65]
[00:58:51.2233107] [Info :BrutalCompanyMinus] Inside Spawn Curve
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.001541138 + $Value:-3
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.3996515 + $Value:5.003816
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.7507062 + $Value:6.011064
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:1 + $Value:15
[00:58:51.2233107] [Info :BrutalCompanyMinus] Outside Spawn Curve
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:-7.736962E-07 + $Value:-3.006638
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.498423 + $Value:0.009460092
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.9988523 + $Value:4.993145
[00:58:51.2233107] [Info :BrutalCompanyMinus] Daytime Spawn Curve
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0 + $Value:2.270657
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.3508815 + $Value:-0.006410897
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.6691676 + $Value:-7.218761
[00:58:51.2233107] [Info :BrutalCompanyMinus] Time:0.9998173 + $Value:-14.8181
I got custom events working with it, I guess if people are interested I could pastebin it somewhere
is there any way to disable events for specific moons?
Im using welcome to ooblterra and i dont want to see events on it
If the AI is broken then it's bad othwerwise can be ignored
currently no
Well
I had some tulip snakes that had broken ai inside the building
fron an event
did they all go into one spot?
they were hanging around a similar area
not moving
not reacting to us being in los
gg
does this mod have any compatibility issues with SnatchinBracken
I haven't tested it yet, didn't wanna mess with conflicts without any info
it shouldnt i imagine
I'd be very suprised if it did
Do the events play well with everything Oobleta adds?
i cant imagine why they would? unless ooblterra adds/changes alot more than i thought the events n everything should work the same as they would on any other moon
theres no like events tho yet for the enemies added by ooblterra if thats what you meant tho
If I made a ToilHead Slayer, will you add it as a boss event?
I can, I dont want to imagine what you want to make
Hhehhehe >:3
I tried a custom events for a few of the enemies and they spawn just fine but don’t seem to function too well
the blind guys (forgot the names) work totally fine but can get stuck on stuff due to being meant for bigger interiors
also they are basically a non-threat outside
eye monitors were super inconsistent, it seemed when they were outside, they either didn’t properly scan outside or just wouldn’t do anything. inside, i cant remember if they worked or not, i’m kinda leaning towards yes
I also got enforcers to spawn but they did literally nothing anywhere, I don’t even know what they actually do since I’ve never seen them do anything on ooblterra proper
Are you aware of the fact that the events that spawn trees often block ladders? Thats a hugh issue
It used to prevent that in older versions of bcm(but only on vanilla moons) but I deleted that code. This is fixed for next release though this wont prevent vanilla outside spawns from doing the same with rocks or trees.
yesterday i had this case of a tree blocking the ladder of offense main. so there was no way to main
[BigDelivery] Event seems to ignore the disabled flag from custom items (at least those from LateGameUpgrade)
Is there any way to disable them in the config without just disabling the event?
i think like it only gives u items in a certain price range so if u made their like price ridiculously high it wouldnt give u them? ithink
Smart! thanks
@ivory current ||I added Manti-Toils. Do as you wish with that information :3||
||Still need to look into making the Toil Slayer at some point :3||
This is a lethal lib issue, I know i can fix this but im lazy
Big brain
bonk
WHAT
For some reason, outside monster don't spawn ):
modpack code pls
fucking pyshco, giving turrets to the birds was also one of my original event ideas.
Hahhahah :3
018fb34b-3c7a-c1a7-1bf4-22f3c022074e
In the CMD every time I land it says BCP failed to spawn [insert monster]
messages like these? can be ignored, it just means it failed the rng
Hmmm, then maybe is another mod who affects the spanw
Everything seems to work fine, I feel like I had this conversation before. Enemies do spawn outside
is it possible to change so its 2 events (or 1) per day instead of 3?
In Difficulty_Settings.cfg theres 2 settings that control that
@ivory current Your mod is spitting a L O T of errors regarding the KamikazieBugAI and maybe other things. Modpack used: 018fbab5-4969-4635-04c2-a71dcda0ab2b
LogOutput.log
It wasn't letting me leave any moon after playing for a while. It just says "[Waiting for ship to land]" after leaving the planet and the game gets soft locked.
I think whatever SCP956 is, is the problem, I think
I've reported that to the SCP956 developer
What mod is this?
brutal company minus, something that im working on, though I have yet to sync the physics between clients(Haven't started on that yet)
Oh great, you're gonna make an enemy that wields that damn thing, aren't ya?
that is the idea
I need a Manti-Toil event :3
Someone made a fork that integrates this. I don't have alot of motive to update this mod atm, so it will take time
Oh cool! I also see there are events/integration with my other mods :3
There are like hundred of results
That are obviously not BCM
But this links works though
(Found on pinned messages here)
Can you check this on your side? Are you able to find it?
I'll see in a moment
Alright no rush though, thanks
it does appear, it's just that the search is weird sometimes and I haven't updated in a while
Okay thanks, I was worried that BCM was unlisted/blacklisted or even removed ahah
i think its just the default search filter is by recently updated for some reason
is it possible to have the events listed on the regular chat?
or customize the UI font?
There is a setting for the events to be displayed in the normal chat
I can't find it 🤔
is it supposed to be in UI Options?
I believe so
I think KamikazieBugAI actually have some problem...?
Here's my code : 01901045-0d68-9d09-1904-3b92da205bf7
Is this intended behaviour? The framerate tanks so hard the game becomes unplayable for everyone during this event
video of that https://www.twitch.tv/videos/2172613348?t=5h26m18s
tomatobird8 went live on Twitch. Catch up on their Lethal Company VOD now.
Is that OutsideTurrets or Warzone?
what in the fuck
im not even sure how that can happen
yup
wana go outside?
how much turns red if you type in one of the codes, like b3
fixed next release
awesome 👍👍
other bugs ive noticed or been told:
- exploding lootbugs only blow up for host. (or maybe only for target player and host?)
- super sales can stick around for multiple days for host
- tulip snake AI sometimes tanks framerate to <1 when it leaves the player. Maybe its navigation isnt set to facility or outside properly? Idr having issues with it in vanilla
I had these same issues multiple times yeah (except the tulip snake one)
Have you changed any core processes of the mod, like how it works at its base?
I have barely touched the mod in a while, so no
except the few bug fixes
How would this interact with Weather Registry? Like would multipliers stack? Will the scrap values work properly. Can I just use Weather Registry and expect everything to work fine if I disable weather multiplier from BC-?
Mostly because BC- doesn't have support for custom weathers, so those don't get effected by the multiplier, and Weather Registry has it's own system already.
Hmm. Alright. I was wondering because it seems Lethal Quantities no longer works when BCM is on its latest version. (Pending further testing)
Multipliers would multiply with each other, is what would happen. It's fine to disable weather multipliers from BC-.
can someone help me fix that last line? i added Tolian's Moons
Hello, @neat turret, we have a dedicated support channel and forum here: #help-and-troubleshooting #1185732310700654732
Anyone responding is a volunteer so be patient.
You can disable the weather text in Weaather_Settings config
is there a way to hide the weird multiplier things?
like those (x1.40, x1.20) things in the terminal
Is this mod client sided or should only the host have it?
@fresh sleet
all clients need the mod installed
oh i cannot read i'm sorry 😭
i'd just woken up but still omg
where you from?
my game really does not like the grabbable mines
yeah idk it may be because of some othe rmods I have? But for some reasons mines don't explode and apparatus rooms never spawn
I'd need modpack code
01905b56-e6f9-b2ce-aa8d-d7ffd2462841
ok the apparatus does spawn, I was using imperium to find it and it didnt show up for some reason btu that doesn't matter.
The problem is mines don't seem to spawn? I got them to blow up by disabling "hazardsoutside", but maybe I'm just really unlucky, or mines just really don't seem to want to spawn
v0.13.8 breaks Lethal Quantities, I have been having it downgraded to v0.13.7
Also my friend spent like 2 hours changing the names of every event and none of them showed up as updated xd
I imagine v0.13.8 is breaking more than lethal quantities
wait you can downgrade mods?
press install with r2 or thunder open on the mod pack though
GrabbableLandmines seem to work fine
I know what the problem is, I'll have it fixed soon
Frankly, we might as well attribute that to Lethal Quantities itself, the mod itself is outdated. Not saying we should throw blame around, but LQ is beginning to show age and has its own issues...
And I love LQ, but still... the dev has been super busy with other stuff these days
we need a continuation of LQ, that's for sure
Fo sho
how were you able to test it? I haven't seen a single landmine. Also butlers seem to not pop when you kill them? I don't know, everything works fine when I disable the mod, I guess I'm just gonna have to find the mods that are breaking this one
It has never not worked
weird changelog entry is weird.
"All enemies" is the one i play around with to change the weights/spawn cap for inside mobs and outside ye?
i had demogorgon at spawncap 1 but still seen 2 roaming around sometimes
Seems to be working in v55 though we did have a company shipment not arrive till the next day, and an anti-coilhead spawned naturally which I didn’t think was possible
How do I change the mod's difficulty from easy to medium?
Did you see scissor guy or fox?
yeah I saw a fox on Desolation actually
Hmm alrite didnt see em on my runs. Might have to juice up the weight
Just to note, this is a seperate spawn cycle from vanilla's
The mod scales overtime
I see. So should i tweak enemy spawn rate on their own configs or only through minus one, or should i consider both configs when tweaking if i may ask?
In Difficulty_Settings.cfg theres 2 settings for that
On their own configs?
whats incrementscale
does that mean the longer I play the more modifiers there will be?
yup or you can just set it to 0
Modded enemies, example demogorgon, scp, shyguy etc. They have their own configs with spawn rate
so by default I have a chance of getting 2-5, but if I play for 20 days, it's gonna be 2.6-5.6?
y
oke nice thx for explaining
Consider both configs if you have all enemies enabled
how does it round up things?
so if its 2.6-5.6 and I get 3.9 it's gonna be 3?
if its 2.6-5.6 it gona be 2-5 then it picks a random number from 2 to 5
By default this mod scales from days passed, scrap in ship and moon grade.
oh didnt know that
There's a Difficulty Scaling section in the config in Difficulty_Settings.cfg, so that can be changed
I probably wont touch anything else because it seems like a system I could easily break, just wanted to decrease the amount of modifiers from 2-5 to 1-3 and slightly change the speed at which it increments
probably for the better
do basescales of all events (vbad, bad, neut, good, vgood) have to add up to 100?
by default its 96
5-40-10-23-3-15
They don't have to add up to 100, It's just the way I balanced the mod
This is very wrong
that is the base amount 2.6 so it gets rounded down to 2
im confusing my self
I thought it was right the first time
oh so its not a range
no
This here is the bonus events
since all these weights add up to 100, it's 40% chance for +0 events, 39% chance for +1 events, 15% chance for +2 events, 5% chance for +3 events and 1% chance for +4 events
added on top of the base amount of events
gotcha
How does Custom Monster Event works?
also ran into anti-coilhead 1 run ago, without the modifier
should i try Brutal_Company_Minus_Extra ?
Yes
Is anyone else experiencing an issue where sometimes barely any monsters spawn inside the facility? Maybe it's a mod compatibility error but I'm just curious if this is a known thing
should I use this v50 brutal company or v55 https://thunderstore.io/c/lethal-company/p/UnloadedHangar/Brutal_Company_Minus_Extra/
use extra
Using extra, i had spiders spawn outside on assurance but they couldnt move around, even when getting close. They still damaged me though. I also got stuck on "waiting for crew" and the console mentioned toilhead's not being found, but i dont have that mod on this modpack.
Extra?
this one
since it was recommended above i went straight for it
do i need anything else?
I dont even know the differences between them to be honest
Hi, I need an advise, is there any setting to disable inside enemies spawn outside? Or I must set all spawn weights to 0 and disable all events like arachnophobia manually?
I can’t verify if this will fix the issue but you could try using starlancer ai fix to see if that will help the moving problem. https://thunderstore.io/c/lethal-company/p/AudioKnight/StarlancerAIFix/
Minus and Extra is breaking the game for me, mobs dont spawn outside
What is Extra
A couple things I've noticed that have stayed the same these past few versions:
On the company moon, randomly upon beginning descent, a monster may spawn floating in air to the left of the backside of the ship. Monsters that spawn there (giants, baboon hawks, even a bracken once) are stuck suspended in air, but can still interact with the player. Note that this does not occur over time, it only happens once if at all when you begin your descent to the company building.
Grabbable landmines can be turn invisible and no longer functions if it goes off while the player holds it but the player remains alive (obviously if the player is invincible but sometimes stepping on it, activating it, and picking it up makes it blow up without the explosion), and sometimes when a lootbug picks it up and lets its countdown finish.
While LethalDevMode (or alternative mods) is active, it can be seen in the item spawning menu that Grabbable landmines and turrets have multiple entries, sometimes even more after the event that spawns them in takes place.
The bombardment event stil- no, I'm joking, it ends when it's supposed to now.
Jesters get very, very confused outside when it comes to activation. Sometimes they'll start to wind and then stop and stutter forward, sometimes they'll finish winding, pop out, then reset, and sometimes they just stop moving entirely. I believe a different mod already solves this by giving the jester proper pathing outside, so I wouldn't worry about this one.
There's something odd about how the anti-coil head works with more than one person viewing it, stop viewing it, and one of them starts viewing it, and I think it has to do with the order at which the base coil-head code chooses targets, but I need to test a bit more.
Edit:
Quick note, with the exception of spectateEnemies, LethalDevMode, and the obligatory More and Late, no other mods have been used.
I don't think it's a mod issue per-se but trees become invisible when I get close to them, including ones spawned with the events. Giants and such can see me through the invisible tree even though they still exist physically
airstrike event doesnt cause explosions and fps gets worse after every strike. (v56)
Trees are desynced for players.
Hey I wanna ask here since this has been a mystery to me and my friends but is this what an anti coilhead looks like? With no mention of it anywhere we've been confused on what mod is spawning this thing
It is
TYSM!! I'm so glad to have finally found what it is lol
Though that does remind me that I think brutal company might be bugged? During runs we kept finding (and dying to) anti coilheads that were spawning both indoors and outdoors without the events that spawn them occurring
Is there something in the settings maybe? It’s been a bit odd encountering them so frequently
There might be other events that can spawn them as well (for example, the Hell event), whether they add on the event to spawn with it, or have the enemy added directly to the entity spawns, so I'd go through the config thoroughly to see where anti coilheads could appear.
Alr! I was thinking it might’ve been a config thing since this was a run an anti coilhead spawned (attached screenshot) and unless one of the events magically spawns one I think we might’ve accidentally turned something on lol
ShipmentFees, LateShip, and... I presume that's ScarceOutsideScrap?
Yeah, those certainly would not spawn anti coilheads
Like I said, Hell would be the best bet for an event that spawns them without being the anti coilhead itself. There might be another, but often times, Hell and the anti coilhead event spawns those things, and nothing else. If they are spawning, then they somehow got into the spawn pool. (Try checking LLL's config if you have it, or installing a mod like LethalQuantities to take a precise look at your moons and what spawns where and how, anti coilheads are easy to see in LQ)
Got it!! Thank you sm, it’s been really weird because it wasn’t till these past few runs did they start appearing out of nowhere. We saw it once a while ago and I believe we had gotten an anti coilhead event (it was leafless trees or gloomy or something I think, if one of those are the right events) but only recently when we turned off bombardment events because of terrible lag did these guys start showing up with no event that correlates with them. I don’t think we’ve seen the Hell event yet unless it goes by another name like “this is the worst event you can get” or “god hates you”
From those descriptions, the latter is definitely AllWeather, but the former might be Hell
You can look and even modify the descriptions that show up for the events yourself in the config, this mod is unusually customizable
(Thus why I didn't recognize the green description in that screenshot, I've changed almost all of them to be more descriptive for my own pack)
Lemme look and see if I was right about those ones
Yes, I was right, actually! "This is the worst event" is indeed Hell, and "god hates you" is indeed AllWeather
And anti coilheads do, in fact, spawn during Hell.
At least we found one event that would in fact spawn them! Though we left almost immediately so we didn’t have the chance to see anything besides an old bird camping our ship
You can disable them by going into the variables for that event in the config and just setting the rarities and caps to all zeros, or you can replace the field that has the name anti coilhead with the name of another valid entity so something else spawns in its place.
So either remove all the numbers on these...
...or just change the name on this. (For my config, I elected to replace the anti coilhead with Moonswept's mobile turrets)
The latter option is not only easier, but should also not take away from the experience since there would still be the same amount of entities
Like, if you wanted regular coilheads instead, you would put Springman or something to that tune, since it's looking for the internal name of the entity.
If it's blank or invalid, then it'll just do nothing, it won't break anything otherwise.
Ohh I see. We haven’t played much with entity adding mods but I’ll see if we can find something to replace it! Though is there a setting that just turns them on/off though? What I’m still hung up on is it spawning when it’s not supposed to. They’re supposed to be rare right?
Well, do this change and see if you're getting anti coilheads when you're not actually supposed to.
If need be, I'd even set the settings for both Hell and AntiCoilhead events to false, because those two are in fact the only events that are allowed to spawn those.
If they still spawn when those events are disabled, then assuming you haven't messed with the config, then likely anti coilheads got in the entity spawn pools and you'd need to filter them out (like I said, check LLL or use LQ if you don't use LLL)
Do you find that they spawn on particular moons?
Whether or not the event happens?
I’ll boot up the game and start looking through things. I’ll get back to you when I look around
We've seen them a lot on paid moons. Specifically Rend? They spawned multiple times outside on Rend. We also saw them outside on a modded moon from Wesley's moons called Asteroid 13. We thought they spawned because of eclipse (the moon is coilhead themed so at the time we thought it was a special eclipse coilhead) but I don't think that's the case
Overall they seem to be spawning outside the most for us. We've only ever seen one inside
We also saw just a regular coilhead outside with the anti coilhead on Rend, so maybe they did end up sneaking into the entity spawn pools
I'm familiar with Asteroid 13, and all of Wes' moons. I wonder if BCM is bugged to perhaps cause some of the coilheads to be replaced accidentally with anti coilheads, just incidentally
Though that theory would make more sense if Nutcrackers were getting replaced with NutSlayers
But, at least according to you, this is not the case.
The few times we've seen it on Asteroid there were active anti coilhead events besides one time I believe? We had gotten leafless trees and Glowy eyes on asteroid.
Anti Coilheads appearing outside on Rend with normal coilheads with no correlated event makes me think something weird is going on though. Maybe there is a some sort of bug at play?
I looked through the config on LLL and don't see any mention of anticoilheads in the spawn pools on Rend or Asteroid. Unless I'm missing it- I don't look through configs a lot since another friend of mine typically hosts
https://www.twitch.tv/videos/2195747334 brutal company speedrun showcase at Fangame Marathon
does this mod work with v55 ?
Not sure about this version but there's one called brutal company extra that works with v55
Do keep in mind that you'll need to config some events that are broken though
The old bird event causes the ship to essentially never land
Since it tanks your frames to 1 frame per second
I haven't tested all the events but I assume the ones that flood the outdoor and indoor areas with monsters are unstable
They're very computer intensive and even with my 4070 it's hard to run
thank you
@honest ingot sorry for ping but does the extra version use the same configs as the original mod ?
since it didnt make any new once
i see
Assuming you've used bc minus before
what is the old bird event called ?
Old bird (that's it)
i have
Yeah, then you shouldn't have to change any configs besides the old bird one
okay
Extra uses the same config as bc minus
trying to find old bird in my config
If it's not there then you haven't updated your configs in awhile
i did start the game with and without extra
to load new config files
i see butler here
Ok good
so old bird should be here
is this it?
oh nvm
i found it
its this
what is the one with flooded inside called ?
this maybe
dont see any event that makes it flooded inside
in the event list on the documentation
Is there anyway to hide the indicator in the top corner of the screen that says what the hotkey to open the menu is at all times? Like I get that it can be useful, but it becomes clutter if you know the controls.
I figure there isn't, since I can't seem to find one, and if I am right, I would appreciate and option for it. Though a minor thing over all.
Pretty sure you can hide it. Not at home atm but should be in ui config
I think you can remove it entirely, not just hide the constant key indicator?
@honest ingot Easiest way to fix that error is to install my ToilHead mod.
Nothing you can really do until Drinkable fixes the issue.
Ain't no way I'm installing that hell
Also I'm using the Extra version of Brutal Company
Since apparently base BC isn't working with v56?
Hehehe x3
You could disable all the added enemies in the config file
I'll think about it
If BrutalCompanyMinusExtra doesn't work either
I'll probably just use the base brutal minus though since it doesn't have enemy mod requirements secretly baked into it
They are not secretly baked in hehe x3 You would see if you read the README
Were you getting that error with BrutalCompanyMinusExtra?
Oh, they're in the read me? I just assumed the description of extra was the same as regular
Yeah
Regular BrutalCompanyMinus has integration for ToilHead
Yeah but usually if you don't have the mod it just skips over the event
At least it should?
Unless it's coded weirdly
It feels weird to make it mandatory
It shouldn't be mandatory. It's just a bug
I've told the developer of BrutalCompanyMinusExtra about this issue like a week ago x3
@ivory parcel
I am well aware if the issue, and i am working on the fix, ill try to upload the fix today, but i cant promise anything
Is there a way to get the company cruiser to spawn in as a custom event or something?
there's an issue I've had with minus extra (and only your version) where dropping certain scrap will not calculate the weight correctly, and I will be heavier after dropping all the scrap
i am aware of that, but to my knowledge that can only happen when donut is dropped
interesting
I forgot which mod adds the donuts lol
Should be "Scraptopia"
@ivory current Your bombardment event destroys the games fps
This is the modpack being used 0190c68f-dee9-dc9f-fea1-cd78371de47e
I don't have this issue, it's probably a mod conflict
^
Check for mods that alter enemy AI in any way (StarlancerAIFix is fine since it's up to date).
Hey dev, right now kamikaze bugs fail to explode and the bombardment event causes issues because of it repeatedly attempting to create an explosion, failing, and then repeating the process. Last version didn't have this issue, perhaps something got mixed up when you went in to fix the bug explosion?
sorry for ping but is there a way i can make it so that only 1 event appears no mater what?
I'm not really sure
There should be a setting somewhere talking about how many per day
Maybe try setting it to 1.1.1.1
I haven't really touched event amounts though
yeah im makijng progress on it
Don't know if I did a good job on the spread, but with the values people have been setting on moons the "grade difficulty scaling" list needed some additions, though I have been considering making it have more range than -8 here is something similar to defaults: D,-8|D+,-8|C-,-8|C,-8|C+,-7|B-,-6|B,-4|B+,-2|A-,2|A,5|A+,7|S,10|S+,15|S++,20|S+++,30|???,30|Other,10
Because going to a D+ moon and getting +10 diff isn't ideal
minus extra doesnt seem to be working at all anymore, even on a fresh profile with nothing else but its dependencies
Its fixed now, just gotta wait until thunderstore pocesses it
nice, thanks
lol i only use brutal so scrap spawns outside
Does Brutal Company Minus Extra also bump the spawn rates? Coming back to the game and switched from the original mod since it hasn't been updated. There seem to be ALOT more monsters early in the day than usual. Even when we get no bad events
Hello, We use brutal company since a long time with my friends and for the first time we had to face the “hell” event, which was a hardcore version of the game.
So I'd like to be able to change the probability of events appearing so that this one appears systematically. But I can't find any information on the Internet about how to do this, and looking in the “config editor” I don't really understand. There's a “Custom Weight” thing, but I don't even know if that's what I need to modify or how...
Thanks in advance for your help !
The only way to do this is to set Use custom weights? to true in Difficulty_Settings.cfg though you would also have to manually set the weights of every other event since since it's not balanced around custom weights.
Or you can just tone down the chance to get a very bad event in the _EventType Weights section.
Ok ty so much ! And on the "custom weight" of "Hell" i just have to put a number like "10000000000" ?
if you want it to be garunteed? yes
though keep it a value below 2147483647
or else
okay ty !
It does buff the monster spawn rates yes, you can revert this in the Brual Company “Difficulty” config by changing the enemy scaling numbers to 1.0
This mod working in v60?
i assume the update you did 0.13.9
fiasjdaisdasjlkhdfghdfkjghjkibqaweawdasd is support for v60 @ivory current 😄
no 0.13.10
oh i just tested its not working i see
nice!
there isnt 0.13.10 on thunderstore yet
so thats prob why it didnt work
it wasnt printing the messages for events etc
maybe some parts of it worked idk
??
that is so strange im refreshing the page
oh from the download tab page i can get it
strange
it works now
does the new vanilla monsters spawn with this too ?
I don't think so yet
Pretty sure you can add them in manually to the config though.
which config would that be ?
Custom Events I think. If you need the enemy ID, you should be able to use menemies in the terminal in-game
If you get it to work lmk I wanted to do this as well
quick question, is plus gonna come back or are we stuck with minus for now
Minus is soo good
Yeah been using it and very happy with it
@ivory current sorry if this is answered somewhere I didn’t see a confirmation:
For Events to Spawn With does it always spawn all events in the list?
yes?
if 2 events share a entry in the Events to Spawn With it will prevent the copy, so you can't have 2 events happening at the same time
Thanks I wasn’t sure if it always spawned them or like increased the frequency of the events in that list
Appreciate it
Lies!!
spamming error every starting game
i just wanna take AntiCoilHead for LQ. but sad spam error BCM
Hello
How could I make events rare to occur?
For example, from 7 days, only 1 has an event?
In the difficulty config there are two settings
One is the minimum number of events on a day
And the second is the chance to add 1, 2, 3, or 4 extra events on top of the minimum
You would set the minimum number of events to 0, 0, 0, 0
So that your minimum is always zero regardless of the difficulty scale
And then the extra event to like 90, 7, 2, 1, 0
in wich one, the difficulty one?
Difficulty I believe
Might be in eventtype weights
Might also be in difficulty scaling lol I forget this mod has a lot of configs
I can tell you in like 5min when I’m at my PC
Ironically it was in the only one I didn't say
These two in Event Settings
I've messed with the configs in this mod for hours so lmk if there's anything specific you want to do
Hello! Is there a way to not show the event box in case there are no events?
@ivory current When is the next big update for this mod with new events? I'd love to see things for the Barbers, Maneaters, ||and the new Meteor Shower event that can very rarely happen||.
Haven't worked on anything and haven't played the game really in a while, though I'm keeping the mod alive, somewhat.
Brutal Company Minus Extra should have more/new events
Appreciate you keeping the mod alive
Hey @ivory current im currently looking through your Code and im struggling to understand what these scalings are for..
monsterEvents = new List<MonsterEvent>() { new MonsterEvent(
"ShyGuyDef",
new Scale(20.0f, 0.8f, 20.0f, 100.0f),
new Scale(10.0f, 0.4f, 10.0f, 50.0f),
new Scale(2.0f, 0.04f, 2.0f, 6.0f),
new Scale(2.0f, 0.04f, 2.0f, 6.0f),
new Scale(1.0f, 0.02f, 1.0f, 3.0f),
new Scale(2.0f, 0.04f, 2.0f, 6.0f))
};
This is how a 'MonsterEvent' is defined
So there are 6 Scales and 6 Values but why does every Scale has another 4 Values inside is it for difficulty scaling?
This is how a 'Scale' is defined
Thanks i just forked this mod to try to add some more modded monster support
Had a simple idea for an event where only barbers spawn and calling the event name "quartet"
I added a new modded Event and also added it in the compatibility.cs but when i check in the console for mevents it does not show. Have i missed something?
I dont think so
Are you using a netcode patcher?
I didnt change anything else..
Where would i add that
vc?
Im currently playing lethal with some friends but later for sure would appreciate it. Its my first time modding 😅
If what you want to do is add events for monsters, even if they’re from modded, you can do that in the config
I have events for Maneater, Barber, and a few modded enemies and they all work
It’d be cool if the custom events had a few more options besides single monster events
I’d like to add a NoManeaters event for example
That can be done
How?
Deppends if you want to add it trough the "Custom events" feature or by coding the event
Is it possible with custom events?
So I’m getting a bug where picking up an item sometimes rarely breaks people - they can’t switch hotbar slots or interact with anything. I don’t see a corresponding error in the chat but when I landed on a planet with Reality Shift it happened to like 3 people in one mission. Wondering if anyone else has seen this? I’m not 100% sure if it’s this mod, LGU, or HotbarPlus causing it
that happens quite alot, i have seen it multiple times
There should be an event that makes all the facility doors locked. My friends would hate to see this but I would love to see the pain for a key or a lockpicker for this situation
Ooh that’s a great idea for a VeryBad event
Would go great in my pack since I’ve got DoorBreach and LGU’s Lockpicking minigame to help open locked doors
Probably from this mod then, you think?
Its BrutalCompany bug, no matter if u have BrutalCompanyMinus or BrutalCompanyMinusExtra
Damn
Any known fixes, workarounds, or ways to make it happen less often?
It was happening a ton the times we rolled RealityShift so I’ve disabled that event
Idk any fixes, but you can make it happen less often... 1. go to Difficulty_Settings and under _Event Settings set "Use custom weights?" to true, 2. go to "VannilaEvents" then find RealityShift and under "CustomWeight" set whatever number you like from 1-1000 where 1 is lowest chance for it to occur and 1000 the highest
I set RealityShift enabled=false
But even after that I’ve had it happen a occasionally
RealityShift is the only event that patches item pickup that I can think of
@ivory current any chance you could just remove all the RealityShift code from the mod, that would probably fix it
No problem if not ik you’re doing us all a favor maintaining this
Stack trace:
BrutalCompanyMinus.Minus.MonoBehaviours.KamikazieBugAI.CheckLineOfSightForItem (HoarderBugItemStatus searchForItemsOfStatus, System.Single width, System.Int32 range, System.Single proximityAwareness) (at <e5568f897a2041cbaf5a96db1f33b096>:IL_0060)
BrutalCompanyMinus.Minus.MonoBehaviours.KamikazieBugAI.DoAIInterval () (at <e5568f897a2041cbaf5a96db1f33b096>:IL_00A5)
(wrapper dynamic-method) EnemyAI.DMD<EnemyAI::Update>(EnemyAI)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Trampoline<EnemyAI::Update>?1086170172(EnemyAI)
CodeRebirth.src.Patches.EnemyAIPatch.EnemyAI_Update (On.EnemyAI+orig_Update orig, EnemyAI self) (at ./src/Patches/EnemyAIPatch.cs:35)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Hook<EnemyAI::Update>?-1320732880(EnemyAI)
BrutalCompanyMinus.Minus.MonoBehaviours.KamikazieBugAI.Update () (at <e5568f897a2041cbaf5a96db1f33b096>:IL_0000)
There's some null reference causing the lag.
I’ll start checking for errors in the log when its Kamikaze bugs to see if I hit this as well
Hoarding bugs in general are pretty laggy
Whats the difference between minus and minus extra? (Am I able to install both or..)
iirc, minus is the original, extras is a fork that someone created that included some extra events. You install 1 or the other. You can check the README on Extra to see if those events interest you.
Do not install both, have to pick one. Extras is a superset of Minus but when I asked which one to use about 2mo ago a few people said Extras is buggier.
I don’t know if that’s still the case I haven’t looked. I’ve hit a few bugs with Minus but it’s been relatively stable
so they say that mine is buggier but dont care to report the bugs? how am i supposed to fix them then?
Yeah sorry bro seems like I should’ve picked yours if you’re actively looking at bugs, L for me
Is there a Mod Release thread for Brutal Company Minus Extras I don’t see it
No there is not
I have a Bug to report, since your last Update we had a lot of invisible enemys and after some testing it only happens when this mod is enabled. But i didnt find anything sus in the logs..
Here is my mod code if u want to test it yourself 0191f012-1e5b-203a-a52b-9ae57616361b
Hmmm I haven’t hit that and I’ve been running with this mod for the past few months
What type of enemies? All kinds?
This mod is like barely being kept alive rn so I doubt anyone’s gonna try to repro your bug if I’m honest
i did test a few things the problem with that is that its completelly random
is there any way to set the event flavor text to be more obvious?
Yes in the config file you can rewrite all the flavor text. I did this and it makes the mod much better.
There’s kind of a lot of events so it took like a solid half hour lol
Is there a way to change the spawn chances of event categories? For example, lessen the chance of a Bad even spawning and increase the chances of a Good event?
Yes it’s in the Difficulty config
You can also tweak the number of events that spawn
I’ve extensively messed with this mod’s configs so lmk if you can’t find it or are wondering about anything
I personally recommend turning some of the difficulty multipliers down/off too
By default this mod multiplies the number of enemies that spawn, for example, and I have that turned off as I’d rather the difficulty increase only come from events
Yeah, I’ll have to snoop around as I do more testing.
I’ll come to you if i run into anything
@merry sail which config options directly correspond to event chances? I'm having a hard time identifying what does what
Event scale amount
-The minimum number of events, scaled by difficulty
Weights for bonus events
-Chance for getting more events than the minimum number of events
-Does not scale by difficulty
[VeryBad/Bad/Neutral/Good/VeryGood] event scale
-Weight for each of the event types, scaled by difficulty
All of these are in the Difficulty config
Yeah for the difficulty scaling you can look thru and see what that number comes from
But you can think of it as roughly 0-100
So if you had Event Scale Amount set to say
0, 0.1, 0, 10
That would mean that at difficulty 0 (which is roughly what it will be on day 0 on an easy map) you’d have a minimum of 0 events on that day
At difficulty say 20, which would be a few quotas into the playthrough or on a hard map, you’d have a minimum of 2 events
alright i see how it works now
you mentioned that the mod innately increases enemy mods, how do I turn that off?
Also in Difficulty settings below the above settings you’ll see some settings for it
All called “scale factor”
Set them to 1, 0, 1, 1 (which means scale factor of 1)
is there any way to disable or remove the zombie plush? it's extremely annoying
What zombie plush?
I do not believe this mod adds any scrap besides land mines and turrets
what

Haha that’s whack
Looks like it has a config where you could turn its weight down to zero
yeah i did
Weird
I'll see if I can get that fixed
yea... i had to add that since the mod would just not work without that for whatever reason, its only temporal until i figure out the cause of it not working
all of a sudden the scrap value multiplier has been hitting low values consistently, like x0.4 and below. how do i fix this?
the min cap in the difficulty config is still set to 1.0
how do i turn this off
@merry sail
do be clear, there were no events reducing this. it was just like that
ok, now i really don't know what's happening. i got a modifyer of x1.18, but i haven't found anything worth more than 45, and that was a gold bar
In the difficulty config there’s scrap scaling based on difficulty
Set that to 1, 1, 0, 1 as well
I’ve turned off scrap value multiplication successfully, it’s always x1.00 except for just a few events that I want to multiply it
So it’s definitely possible
There’s also scrap amount right next to that in the config which I also turned off
i did the same just now
ok, for some reason this didn't stop the item value reduction
now i don't even know if brutal is causing it
If it shows in that popup menu it’s brutal company
couples of other mods have scrap and value modifiers, one in my mind right now is Weather tweaks but 100% there are other mods that modify those values
maybe one of your mod is one of those
I have the same problem
If you have weather registry I heard that had issues and was fixed with an update
for me mod changing values was Weather tweaks
weather registry changelog
but that doesn't change the mod that was changing values in my case was weather tweaks
Yes, Mrov, the owner of Weather Registry mod acknowledged the issue and tried to fix it in a rush but reverted cause it gave more issues, but he doesn't currently have the time to fix it right now, it'll be fixed soon though
Do not use 0.1.24 of Weather Registry cause it still have messed up scrap spawns/values, use the Weather Registry config file to fix the problem
⬆️ saying this for others
Brutal company also by default changes loot values on weather
Yes, but Weather Registry override any other mods modifying scrap value and scrap multipliers, from what Mrov said
No matter if it's Brutal Company, either plus, minus, extra or any other mod, apparently
Ah gotcha
is this the only remaining brutal company mod? i see references to brutal company plus, but i don't see it in thunderstore.
Sometimes I can't even find Brutal Company Minus on the thunderstore so, unsure about that tbh
The two that still work are Minus and Minus Extras
Hey! I assume you're the dev for minus extras? I have been getting a bug with it since the latest update, I have occasionally been getting invisible enemies.
yea, i am aware of that and i am working on a fix for it
does this clash with any other mods? ive got a big list and want to add this one to it
Good to hear! Love your mod btw.
@ivory parcel What are your plans with extra? Is it going to included Takerst specific content in the future? We had allowed this mod for use in Modded Lethal Company Speedruns however the latest update adds changes that deviates from what we want to include on the leaderboard.
My plans... well i do have a list of events i want to add, with that i want to fix new and old bugs, also add more mod integrations, next.. the mod has intagration with Takerst specific mods, but its not limited to just Takerst since it is possible for any content creator to ask for their specific events if they do have their own mod, lastly... what changes are you reffering to exactly? if u are reffering to the addition of ZombiesPlush and TakeyPlush mods as dependencies then thats just temporal since the mod would not work without them for unknown reason and the only fix was to add them as required since the update was scheduled for that day... they will be removed from dependencies list once the bug is fixed
So ultimately the mod may include a bunch of streamer related events by default?
yes, but there is a command to disable all of them
Why don't you have your own mod release forum? Wouldn't it be easier to get feedback from people on there?
since the takeyplush and zombieplush update for brutal extra i've noticed the masked are glitched, they sometimes have a zombie mask even though i've disabled the feature/event and sometimes they've got a yellow triangle shape in front of them
My game seems to have more weird glitches since these plush updates so I guess I'll switch to classic brutal minus and see if it works better
#1199836228858675330 message hopefully this helps your problems; GI has its own masked settings you may need to check up on
Oh it may be caused by a GI masked setting that I enabled indeed : it’s supposed to sometimes have masked look like they are carrying an item on the radar map to have them look like an actual player
Now that you mention it it’s like the triangle of an item on the radar map so it may be just that, i’ll try disabling this feature and see if it’s better
I've disabled the GI setting and it seems to have fixed the issue ! Thank you for your help 🙏
Another bug I've noticed since the plush updates for brutal minus extra is that sometimes there are enemies following us from moons to other moons, including the company. We can also hear them outside the ship while we are in space. Not sure if brutal minus extra is the one that causes this bug or if it is something else
Is there currently any way to prevent one event from happening on a particular moon?
No I don’t believe so, not in any config I’ve seen at least
hopefully this is the right place to post this
im getting errors with map generation when loading into a modded moon, specifically the two made by SpookyBuddy (cesspool and solarius)
brutal company minus seems to be the problem
my problem is that I didn't null check, their problem is that they are putting null objects into their mods
is this something i can fix myself or nah?
nah
incompatible with LethalCompanyVariables
yo! I have a quick question about the difficulty scaling. I enabled custom weights and basically increased the weight for good and very good events to spawn early on, but somehow no matter how many runs I start or days I play, I seem to only get bad events.
for example:
The VeryBad event scale is "5, 0.25, 5, 30" normally, and I changed it to "2, 0.1, 2, 23". Shouldn't this lower the weight and also significantly lower the chances for very bad events? Or am I understanding something wrong?
When you use “Custom Weights” it does not use the event scaling any more
Custom weights lets you individually set a weight for each event, rather than the default schema which is to, per event first roll a category and then a uniformly random event from that category
ahhhhhhh, so I basically kept changing the rates for event types but those weights didn't get considered because I enabled the first option
Yes
I thought I had to enable it so those weights would get considered
Yeah the config is very hard to understand lol
yeah because it says "false = use eventType weights to set all the weights", while the thing to change the weights for events is calles "_EventtType Weights"
ah wait
now it makes sense lol, I read it the other way around
well, thank you. Finally I feel like I'm not just doing nothing hahaha
Also consider in your example event scale that at difficulty 0 you are reducing the chance of VeryBad events by a lot but at max only by a little
Which is probably what you want anyway
yeah, it was just generally to show that the chance should be decreased
I took random values I tried at one point
since in my modpack the start is already hard but the endgame is a bit too easy, I tried to make it scale harder towards endgame so it stays challenging
Will this mod see an update anytime soon? This mod was great to shake up the gameplay loop with unpredictable events, but it's been a couple months and it's beginning to show its age.
Yeah I would like to see events related to recent additions to the game beyond v50
@ivory current What's up with the github page? I don't see the changes from 0.13.9 or 0.13.10 up there
Honestly I forgot
I don't plan on updating the mod unless it completely breaks since I haven't played the game in a while
Would love to see the github up to date
I plan on setting up dev env on my end and look into creating new events for the newer versions
If that's okay on your behalf, I'd be willing to pull req some new events to your repo if I end up making something I believe is worth including in the mod
If I updated to github it wouldn't be 13.10 it would be 14.0 since theres stuff that isn't in 13.10
I can help you set it up if you want
That's okay. I just wish to see it be up to date, whether it's latest release or development version
That would be great. I already had set up dev env for a different mod. Are there any special requirements or recommendations this mods development has?
I think it's just the netcode patcher, and maybe the unity files(not required)
It's pushed on a seperate branch
It's already been stated that this mod won't receive much more updates, we got the custom events available and I don't feel- neither my friends that this mod is "showing it's age" whatever that means
BCM is still reliable and keep on giving us refreshing and diverse rounds for months and months 🤷
Are you gonna be making a whole new version of it with new events?
I mean, everything seems generally stable with BCM on my end, even with a modpack featuring 200+ mods at this point, it's just that we're lacking events from newer LC updates like Barbers, Maneaters, and Meteor Showers for instance, and not to mention, it'd also be welcome to see more modded events. BCME seems to have discontinued their development as of late.
@ivory current Why is the weather effect not applied with WeatherRegistry, if I disabled changing the weather for the amount of loot and value in the Brutal config, it sometimes returns 1.0 by default
I tried to set it up... but it didn't work
Although everything seemed to work...
I guess I jumped to conclusions
Even if Brutal's coefficient change is disabled
Will he take the coefficient from the WeatherRegistry?
should
Okay, great
weather Multipliers are applied from Weather_settings.cfg, so just set all values to 1.0
Can't you just turn it off?
ya
i forgot that existed, should work
I just want to make sure that anyone needs to turn on Brutal to make it more difficult
But keep the value of loot from other weather mods if Brutal is disabled
It’s interesting to catch an event when the cost of loot is increased, does it add value on top of the weather?
everything is multiplied
Understood
Thanks for the explanation!
I caught the event - there is a lot of scrap outside, on the first map Exp, it's terrible xD
Rich
Weather Eclipsed
Apparently some mod loot is too expensive, so...
New version or Old version of WeatherRegistry?
New, latest
Ah right, cause we are running a "very" old version of WeatherRegistry and never had problems
Multipliers are correct
But that's interesting I'll double check that though, just to be sure
I'll probably leave Scrap Value and make Amount standard
Otherwise it's too much for loot
Oh i've spent hours configuring BCM hahaha
So it doesn't happen
but yeah can be too much
Yes, there is another problem, it takes scrap from mods, which are sometimes too expensive, and multiplies them, which is why the card’s scrap limit slightly exceeds the value
Huh, I've never seen that
Like it takes scrap that you have not among your scrap list/scrap that is disabled?
No idea, I'm confused
I'll go have some tea, I'll figure it out next time
This has never happened to us, maybe it's your config mod that handle the scraps enabling/disabling that is not properly compatible with BCM
We've been using Advanced Company ever since so, I can't tell you much about that
We never seen scrap that shouldn't be there/scrap that is way too expensive
The value seems to have been applied, but it seems not...
Solar Flare
Very strange...
ah, I realized what the mistake was
As I understand it, it doesn’t multiply everything, but only some scrap, right? @ivory current
it is working
golden cup value is between 40-80
40 * 1.86 is 74.4
you just happend to get the lowest roll
Got it, thanks for the explanation
Are there any mods to limit some scrap to a certain value? @ivory current
I have been out of the lethal modding scene for like 5 months, so no idea
oh
I do remember 1 mod that might do it
but I heard it was broke
Perhaps he
There was another one
Well, built into AC, but that's another story, I forgot about it
This is better to use, especially if you've got custom weathers added by other mods (i.e. CodeRebirth), since BCM only accounts for the vanilla weathers.
What if with WeatherRegistry?
Should you disable BrutalWeather, there shouldn’t be any problems?
Well, I didn't see any problems, it's just that BrutalWeather doesn't pick up modded weather
Got it, ok
@polar osprey if you want to use scrap multipliers from other mods than Registry, you have to toggle Registry's multiplier settings
cause it's set up in a way that replaces the multiplier instead of multiplying it
#1269100547147829298 message @ivory current
Immediately afterwards the Client player had a weight error when he had nothing
It's an irrelevant question, but what's the name of the scan mod in this screenshot
You need to enable the checkbox there
ok thx
I am unable to find this mod in the Thunderstore search
Or is the application itself not searching? I'm just sitting on Gale, everything is fine there...
The Thunderstore website search could be better
Thanks
It happened to me a couple times too
Couldn't find the mod on thunderstore search some time ago
Anyone else having issues with outdoor enemies sometimes becoming invisible when they spawn with this mod installed?
wish this were client sided
How would that ever work?
i am a little dumb; its for the server but only the host needs it
but im running plus, which says it needs to be with everyone but that isnt true.
I also had the issue with the enemies spawned at the start of the day being invisible. After narrowing it down, it seemed to be caused by ShipWindows for some reason. Works fine for me after I disabled it.
@ivory current Hope im not disturbing but by any chances are you planning on fixing the invisible enemies outdoors bug?
If not, is there a way I can work around it?
I'vent seen you report that bug here before. Do you also have ShipWindows on like Kaarne did? In that case you may wanna configure or remove that.
Configure it to what?